Author: fineyoungmisanthrope

Took a bit, but here is the Pathfinder 2nd Edition version of the item!

Grave Spike ITEM 10
MAGICAL NECROMANCY
Usage held in 1 hand; Bulk 1
This heavy cold iron spike contains some of the oldest necromancy in existence.
Activate [two-actions] Make a melee attack against an undead creature that is adjacent to a surface, either vertical or horizontal. You are considered trained with this attack and the spike counts as a finesse weapon. If a hit the creature, the target must make a DC 30 Fortitude save. On a failure, the creature is impaled against the surface. The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control. A creature may willingly removed the spike ending the effect against the original target. On a successful save, the creature just takes 1d6 piercing damage with no other effect.
Type greater; Level 10; Price 900 gp

Undead Spike

Level 13

Price 52,000 Bulk L

This heavy cold iron spike contains some of the oldest necromancy in existence. As a standard action,, you may make a melee attack with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal. On a hit against an undead creature, the target must make a DC 20 Fortitude save. On a failure, the creature is impaled against the surface. The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control. A creature may willingly removed the spike ending the effect against the original target. On a successful save, the creature just takes 1d6 piercing damage with no other effect.

Undead Spike

Wondrous item, very rare

This heavy cold iron spike contains some of the oldest necromancy in existence. As an action, you may make a melee weapon attack with with you are proficient with the spike against an undead creature that is adjacent to a surface, either vertical or horizontal. On a hit against an undead creature, the target must make a DC 19 Constitution save. On a failure, the creature is impaled against the surface. The creature cannot remove the spike if it failed the original save nor can it use magic or abilities to cause another creature to remove the spike via mind control. A creature may willingly removed the spike ending the effect against the original target. On a successful save, the creature just takes 1d6 magic piercing damage with no other effect.

Enrage Monster M1

This enchantment makes a humanoid creature regard all as an enemy. If the creature is currently being threatened or attacked by you or your allies, however, it receives a -5 bonus to its saving throw.

The spell does not enable you to control the affected creature as if it were an automaton. The creature becomes hostile to all creatures it sees for the duration of the spell attacking or fleeing as it would regard as the best decision.